YESSS
Gunslinger +1 Approval.
WOOT! POISON RESISTANCE!
too late... got killed by a toxilargo....
Still no Piercing, Shadow defense armor for bombers. Sad.
Bombastic set still the worst option.
Why do you want all bomber armors to stay elemental? Being a bomber is fun as hell but it's quite unforgiving with the lack of other specialized defense, especially shadow (devilites, kats, howlitzers).
It's a shame that Bombastic isn't going to be the bomber's Skolver: Normal/Pierce, Freeze, Medium Damage bonus (or as others mentioned, CTR Low/Damage Low). That'd be a piece of gear worth making. A bomber set with some Shadow defense would be nice as well.
Otherwise, I'm very happy to see some armor balance tweaks.
I would like to say thanks a lot to them who took the time to consider implementing what the players has suggested.
Although it may not have been my post to initiate this change, I did lobby for a "real" shadow def version of a gunslinger coat
(the only one that had shadow def did not have any gun bonus)
I just want to say to Nick and the developers thanks for listening to the community.
shadowsun is the only good armor in PVP vs toothpickers and now they're changing it? what is this madness?
@Nick
Why freeze res on Nameless ? Other elemental class sets (Vog Cub,Volcanic Bomber) has Fire res which is alot more useful..
Instead of adding poison res to Dragon scale shield bloody fix it bugged stat values it breakes quicer then anything else crappiest shield HP ammoung all others.
Justifier is still piercing, use that for lockdown.
I need to craft a Gran Faust for LD, just to knock up some Shadowsun users.
And add more HP for Drake shield line, thing breaks much too quickly anywhere.
Edit: Got either Volt Driver, or Sentenza for Skolver
you NEED to craft a GF for gunners? lmao, then what do you use against skolvers, which is like 80% of the lockdown user base armor right now?
ive been thinking about ancient plate items and their uses since yesterday, when i saw this thread, and i agree that the ancient plate set needs a buff
it used to be okay outside of t1, when gremlins and trojans had full normal dmg, but that isnt the case anymore
and luckily som1 bumped a thread with this post, which shows that u guys value movement speed increase
hence ancient plate set should have something to compensate for the movement speed decrease or at least get rid of it(which wont make the armor all that much more charming outside of t1 imo, but its a buff)
the health bonus could make up for the loss of speed if it wasnt for the lack of a whole defense type
in graveyards i used to mix up ancient plate pieces with divine pieces and shadow defense trinkets, but thats only viable, if i dont have a diversity of normal defense armors available, which are the more common types of armors. also, unlike trojans and gremlins(both monsters even have shields!), zombies are particularly easy to deal with
great changes for GUNNERS. But not for SWORDSMEN. Make the wolver series better.
@Gonkor
Your kidding right? Wolver sets are the most overused armor out there right now.
What some people don't realize is that swordsmen are probably the most catered for player class out there, seeing as it's the easiest to use/most common.
Typically speaking, not saying anything about other classes/users.
So not knowing this, when they don't see changes for swordsmen, they think swordsmen are being neglected.
+1 for changes.
I'm a Hybrid, but mainly swordsman. So don't give me grief for 'hatin' on swordies.
Thank you Nickypoo! None of the changes overpower armor, every armor is still viable. Perfect kinds of buffs for the game, as well as necessary.
I love the freeze resistance on Nameless, DUN CHANGE! :3
You gave us fire resistance on seerus (which is tradable to non-DLC users) so you answered that issue.
Shadowsun going shadow and the damage buff, I can finally use my shadowsun for something besides a costume!!!!
Yay for gunner love
Now our next target is bombers since gunners have been satisfied (thank you so much devs).
1. Irontech Destroyer buff
2. Big Angry Bomb bugged short bomb radius made larger
3. Ionized Salt Bomb bugged charge time fixed
4. Dark Retribution made a little less nerfed
5. Bombastic armor made giving shadow defense instead of elemental
6. Mercurial Demo giving piercing defense instead of Elemental.
7. Add an elemental dealing Dark Briar Barrage-like DPS bomb that doesn't cause knockback as a future content reward
New gunner shadow defense combo:
1. Deadshot Chapeau
2. Shadowsun Slicker
3. Crest of Almire
One gun ASI med trinket, and one gun damage med trinket.
What does this give us? Our new awesome amazing shadow defense set, giving max damage to undead (very high to everything else), as well as high or very high ASI depending on the ASI put on deadshot to go with the undead damage bonus. Max damage + that much ASI is more than any other set can achieve without UVs.
Also Nick, my question for you: How much ASI will deadshot have? Does it retain its undead damage bonus?
finally gunners have been heard
especially the shadowsun and deadshot, fire resist on nameless would of been better but its still good.
these are some great changes!! althogh some aret too beneficial, but it looks like youve completely fixd the gunner likne of armours methinks~ they cover all damage types, and each has a viable gun bonus ! good job!!
i dont think gunners will be able to complain after the weapon fixes come in!! thats great!! i like to see more gunners in th community, and happy ones too!
but .. does that mean that now bombers are lacking? .. i dont even know... i dont have many problems bombing.
/shrug
but... we still have 3 useless blast bomb upgrades :1
i hope to see that in the weapon changes 0_0
Hi Nick, with the name shadowsun stetson, What everybody think as the defense is shadow, always to be this way, but it wasnt, was piercing defence, many players, i mean, lockdown players make his set whit this armor because his piercing defences (It is like the skolver sets but of a gunner, the only armor for gunner capable of face to face a skolver set in PVP) and pay much money (me to) to get a good Uvs. I think this bring a unbalanced in the game, because all will be using skolvers set in pvp righ now, more than already has.
I am glad to see many buffers on many sets, like removing negative status and adding bonuses, all it is righs but changing type defences are big words, it is like changing the piercing defence of the skolver set for shadow, they change all usefull of the armor, my shadowsun stetson now will be useles for LD, I dont like this, allready Deadshot Chapeau has shadow defences it is not necesary make another, hope dont make reality.
Sorry my english i Speak Spanish Hope You understand bye bye.
Shadowsun is still going to get you killed quick, that Maxed sword damage blows though anything it wants.
All the Skolvers need to do is change swords, and blow though Shadowsun again.
And Deadshot won't be a gunner set until the changes happen.
It's normal for the SHADOWsun to have SHADOW defence. And is not like changing skolver set to shadow defence. Yes they both have damage bonus, but i think that it's better this way. Now they are two shadow sets, but before they were two piercing sets.
Making it stay piercing just for LD is a waste.
i think that in the situation of katamoon, one should have the choice of converting their shadowsun set, into a justifier set. giving them the piercig defence they worked for
but im all for the chages
I am glad players are excited about set changes. Seems the gunfighter shirt really needed some help.
I, for one, will be glad to see buff to Skelly. That thing is a drag in any type of fire, but a good set otherwise.
And coming soon, a bunch of weapon balance changes as well! -Nick
I say +/- 1 to this. Overall, this game is not that hard.
*edit and the weapon changes may be in the intrest of PvP, however my stance is that PvP, in general, should be secondary to Clockworks.
That is all.
@Diamondshreddie where is the balance if you can't max out your damage with 'acceptable' defence against cookiecutter weapons ?
With 'double' elite trueshot up it takes minimum 5-6 shot to kill someone with heart pendant in striker module and you can be killed with a swing or two yes a swing or two enough yet you need to shot down ppl that use their striker boosters like hamsters on steroids not to mention "pathetic" hit register issue..
m2c
Hey Nick or any other Admin, I was hoping someone could address why the gunslinger sets got these particular status buffs. Wouldn't it be more reasonable to switch which set gets which status? Justifier with Freeze defense makes sense for having more of an edge against ice queen, and Nameless with stun is defense against lumbers. Any chance which set gets what can be swapped?
lockdown is kinda permanently screwed XD if anything it needs a complete revamp ..
but im kinda dissapointed the plate series isnt getting a buff
Disappointing. Only adding freeze resist to bombastic? really?? At least give it Medium damage bonus on each piece and maybe give it piercing defense.
Glad to see some armor changes but i just have 2 requests.
1. Buff Bombastic some more. Still isn't worth it.
2. Make Justifier and Nameless bonuses different from each other.
Come on, they need some piercing and shadow defense as well. Plus Bombastic still sucks.
@Gonkor: I just lost all the respect I could have had for you. Cheers.
Shadowsun:
- shadow defense
- poison resistance
- Handgun damage bonus
Deadshot:
- shadow defense
- curse resistance
- Handgun attack speed
- Damage bonus vs Undead
My question is: What would be the purpose (in regular PvE) of those two sets? Shadowsun seems like a better choice in every situation.
1. Handgun attack speed that comes with Deadshot is not that important, (handguns like AP or Polaris aren't particularly slow, and Alchemers are made for charged attack). I'd rather keep damage bonus to all even on Haunted Passage/Concrete Jungle (silkwinks, toxigels, random danger rooms).
2. Poison resistance is better then Curse resistance by far (BTW, does Phantoms still cause Curse? I haven't been cursed since Beta). Poison is useful in Concrete Jungle and all Undead/Fiendish Wasteworks. Curse is useful... nowhere (maybe except Shadow Lair version of Firestorm Citadel, but this is not regular PvE).
So is there any situation/handgun/loadout/level that would make Deadshot more viable then Shadowsun?
Unless Deadshot is meant to be set for Grand Faust users it seems a bit obsolete.
Maybe Deadshot could be granted Handgun CTR instead of Handgun ASI - combine with Nova Driver it might make ultimate Undead Bane loadout.
I like the changes so far but before we see the weapon changes I'm not giving this the seal of approval :D
From the looks of it, deadshot is better for graveyards, UFSC, non-poison candlestick, and I'm a bit reluctant to say scarlet fortress. The difference is that any class can still get the undead med and just use the ASI for a gun sidearm. And Phantoms do, in fact, still curse.
Allow me to reiterate a bit on what I said about the Bombastic suit, as well as add a few extra comments about the other forthcoming changes.
I've already mentioned the fact that Bombastic should be the other spectrum of Mad and the opposite of Volc: very high dmg in exchange for CTR. But here's another, more important thing to think about: not DPS, but customization. Looking at Volcanic, you can, with some effort go grab two Elite Boom modules and slap them, and voila, you kinda have a Mad bomber suit with no drawbacks and added defense buffs; with the Mad, you can choose to Max out your damage, or simply place other modules to diversify yourself in other areas (I.E. elite Slash modules or heart trinkets), albiet at the cost of being more fragile. The bombastic, on the other hand, currently, irregardless of the new status resist, will have very little bomb applicable options; in fact, most bomb custimization options just aren't on par at all with the other two suits. The best you can do over the other two suits is max out the damage, but otherwise you can't match the the Volcanic itself for Max CTR and high damage. That, or just keep with the med damage and work with other trinkets, which, in fairness, is kinda of a weak option.
In other words, Bombastic needs to be able shine with a certain strength while still being just as customizable as the other two, irregardless of DPS. It should be an options bombers should have for, well, their bombs, and not just protection. I'm pretty sure your aware how the wider options tends to make the overall player, and bomber, group happier.
Now having said that, let's look at the other changes being brought:
Magic cloak and Gray feather cowl: The removal of the stun weakness is certainly handy and may attract more players. however, bare in mind that this is mainly a defensive armor for elemental damage; I recall hearing that sometimes the damage resist isn't enough to make up for the lack of specialization. And strangely, despite being designed for elemental resistance, the 5* armor doesn't quite max out, which, for an armor primarily used for resistance of elemental damage, should have. then again, the status resist may make up for that. As is, I can't tell from experiance since I haven't used the series much.
Drake scale series: seems pretty good to have that, and would probably give it a wider field of options
Skelly: fire resist was almost always the key turnings points for me not wanting it in FSC.
Chaos cloak: Again, definitely giving this armor a better array of options and viability.
Justifier and Nameless: Like the others said, stun resist with pierce seems odd. Granted, it's handy in a pinch when you want to escape the next lumbar attack if you were unlucky enough to get hit by one, but it has far more synergy with elemental resistance. I can see why you made Justifier stun resist, keeping with the artistic theme, so perhaps swapping the armors' elemental and pierce resistances. Just through that out.
Shadow Sun and Deadshot: I've not a gunner, but this looks to be in the right direction.
Lastly, in regards to the weapon changes, I REALLY do hope you adjust the Winmillion. It's got a lot of potential, but it's just needs more viability. Same goes for the other blast bomb variants.
When I first saw this change I thought the complete opposite.
The Deadshot seems like it outlaws the Shadowsun in most situations. Since they're going to both be shadow defense, you're most likely using it to fight either fiends or undead, which the Deadshot gives a damage bonus to the latter. This essentially means that you gain a free ASI bonus (and yes, ASI is very important to gunners, which is why many choose Nameless/Justifier over Shadowsun in the first place), at the cost of curse resist instead of poison, and it's not like you're only going to be fighting poison strata with your shadow defense set anyway. Also you're not limited to using just guns in that situation either.
Take FSC for example, the poison and curse resists are out of the picture, you've got 1 set that's good against 90% of the enemies (zombies) and gets an ASI bonus and if you maybe enjoy bringing a DA (or any elemental sword of your liking) that shares that bonus. While as the Shadowsun will be benefiting from being able to 1 charge kill trojans with a Blitz (assuming you get VH damage for a full set), and do more damage against Vanaduke.
I do like the idea of making it CTR instead of ASI though, as it gives a little bit more of a variety with the sets (and an armor piece that gives CTR for gunners to go with the Seerus Mask). Also with Shadowsun, gunners finally get a really good set to deal with fiends (gunners worst nightmares) so it's not obsolete to a Deadshot at all.
@Dirty-Harry
"When I first saw this change I thought the complete opposite."
I guess everything is all right then - if two players have opposite views it means gear is balanced ;-D
I know hadnguns ASI is important (I have both Nameless and Justifier sets), but when thinking shadow I see hordes of greavers/devilites and damage bonus very hight might make a difference between life and death because no matter how fast I am, greavers and devilites are faster ;-)
Anyway I haven't got nor Deathshot nor Shadowsun yet, and I was just wondering which would be better to craft first. Scarlet Fortress and Graveyards are easily doable in non-shadow armour, and I never use sword against undead, so I'll probably go for Shadowsun as a must-have gear for fiendish levels.
@Merethif.
ASI is nice for us. In a single target situations where something doesn't die and we spam our gun clips at it, damage bonus and ASI affect our damage almost equally, there is some thread with actual numbers and crap like that.
It's just due to game mechanics, damage bonus is in the lead. Things actually do die, and we do not unload out clips all the time. And the fact that there are AoE situations, especially with alchemers.
But ASI helps survivability as well.
ASI is very helpful, and you shouldn't just brush it off and say it is "not that important" and have that cloud your vision of deadshot. It must be considered.
Obviously, deadshot would be better in places with mostly undead. There are places with mostly undead if not all. Candlestick keep, Graveyards, FSC trash levels, Scarlet Fortresses since Kats are really the most threatening thing there.
I have a deadshot mantle, and I do not regret getting it even after knowing these changes. Though, for non-undead places, I will probably consider using a Shadowsun Slicker with some hat with proper defenses in order to cap out damage bonus.
I also noticed that you said Alchemers are only for their charge attacks... an Alchemer offers more mobility + survivability on normal attacks. You have to know when to use both. If you spam Alchemer charge attacks as a gunner 24/7, you are silly. In addition, you gain more survivability with ASI because charged attacks will launch faster.
@Dirty-Harry
"and it's not like you're only going to be fighting poison strata with your shadow defense set anyway."
SL Snarbolax you should consider having one piece of shadow defense, especially if it gives poison.
Concrete jungles.
"gunners worst nightmares"
If by fiends you mean only greavers, then yes.
Otherwise, no.
@Rawrcake
I also noticed that you said Alchemers are only for their charge attacks... an Alchemer offers more mobility + survivability on normal attacks. You have to know when to use both.
Yea, I'll probably use both ways equally now when I think of it. Charges are more spectacular so I probably got "the feeling" that I use them more often then regular shots. Plus I don't use charge on some other guns (Valiance, Callahan) so probably that's why Alchemers seemed to me like must-do-the-charge. But of course you're right.
Like I said, you're not only going to be fighting poison strata only, and in Concrete jungles you're going to ask yourself if you value poison resistance, or ASI more since the only shadow-dealing mobs there are zombies. And if you're doing UIMF more than twice a month, you're either a very wealthy person or have very generous friends, which i'm sure not very many people are.
And yes, I believe devilites to be a big problem for gunners too, T3 Devilish Drudgery is difficult. Not as difficult as dealing with greavers, but moreso than zombies or kats.
@Dirty-Harry I highly doubt that the devs will give deadshot anything more then a low asi bonus.
Isn't callahan + ASI a better counter against devilites? (since it allows for faster reaction time so you can run or shield faster) Or is there something about T3 devilites that I'm unaware of? (I'm only T2, btw, so that might be the case.)
A bit off-topic, but how are greavers more easy to handle than devilites for gunners? I actually face a lot more problems with greavers as compared to devilites.
Changing Justifier from ASI to Gun Damage = problem solved. Every wolver set will have an analogous gunslinger set.
Storyline reasons are one thing, but I think they can be pushed aside if the gameplay consequences are dire enough. Almirian armor is near worthless, especially since it's supposed to be one of the hardest armors to get in the game. It should mean something, but 90% of people getting it are only using it as a costume item. In this case, storyline should be gently pushed aside to make almirian crusader more viable.
EDIT: Statistic is a guess, but you can't deny a whole lotta people don't properly use that set.
Now buff Almirian. Seriously, it's like pre-patch skelly but with a resist only for a status nobody's probably gonna encounter for a long time due to missions.